Stellaris autocannon vs railgun. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Stellaris autocannon vs railgun

 
 As you maybe have already thought, the ideal type of Corvette is a Torpedo-CorvetteStellaris autocannon vs railgun We would like to show you a description here but the site won’t allow us

3 and was established from the information provided in this meta-tech tree:. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Stellaris. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Corvettes with Autocannon, double plasma mounts are ok. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). They're strictly superior to railguns when used with torpedos. 29 + 100% Armor Penetration vs 12. They can protect your battleship fleet from torpedo corvettes. Their main. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Gunship : Stern S size weaponry giving +1 Utility (perfect for +1 afterburner)The mauler 104L Autocannon is a good one, I installed on the Shielbreaker ship and it deals with pesky spacers fast. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. AHostOfIssues • 4 yr. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. Its understandable since a single system craft is far far more than even ten of thousands titans. As it says. KE-20A Autocannon is a Weapon. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?Flak + 2x Autocannon PD + 2x Autocannon Both have the swarm computer. When I first started playing the game I thought when you researched a tech in one weapon tree it increased the cost of researching other weapons from other trees, which I thought was pretty cool from a balance point of view and RP as well. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Reply. I did some research , and decided to design my own ships , I when with missal corvette and destroyer with Red laser, as AI put a lot of amor in his ships and ignore shields. The range is just awesome. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. Lasers would look for ships without shields and prioritize them, etc, etc. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large-caliber armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles fired by a machine gun. Report. Silveressa Oct 21, 2020 @ 11:19am. Gauss Cannons have longer range and can be small, medium or large. While autocannon is strong one in early fights it's quickly became obsolete. Honestly got this only once or two; Direct competitor for S-size Mass Drivers; I'd say they got obsolete while you research Advanced railgun, i. 6 “Orion” update. Computer/Position: Line. phase distruptors suck big time. New Scenario: Asteroid Armory custom startlevel 1. I have a choice of either taking the Railgun or Autocannon tech branches. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. Armor- 12. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit anyway) UV Laser (40 range, 50 tracking) vs. A destroyer or cruiser fleet with great tracking and a plasma/autocannon setup will devastate a corvette screen easily, especially in the early–mid game. Round 4, I did 80 destroyers vs the cruisers. 3. The fleet will still be armor tank due to NL deal little damage to small targets and CQC using autocannon still gets hard countered by armor. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. ) then you can check a box that says "Auto Upgrade". even on the autocannon's worst target it has 40% the effectiveness of plasma. As it says. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. Plasma Auto. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Sciira • 6 yr. As it says. 5 fire rate, one of the highest of any weapon, they do 18 hull damage, and have a max power of 2 meaning you can have 6 of these little war crimes. Torpedoes fire slowly, and do extra damage based on how big the target is. kinetic are outgunned my kinetic artillery. I have a question about the autocannon firing in sequential turns. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. The Titan is fully loaded with kinetic. We have 3 basic types, rockets, kinetics and lasers. Well it depends largely upon what combat role you wish to serve in EVE. Hello all. Which makes me wonder, what if all three have a place. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). | VirgiliusM 于8个月前 修改了 此页面。. Physics research area comprises the fields: Computing, Field Manipulation and Particles. 11 + 100% Armor Penetration vs 15. Early game you could try and roll for Autocannon weapons research which makes your corvettes better against other corvettes but real short range to fire. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. because autocannons seem. 6 (II) , +2. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. The velocity of these projectiles allows them to penetrate armor at extreme range and with superior penetration to the M512 90mm SBHV cannon used by the M808 Scorpion. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I think it is pretty safe to say the only reason to use penetrators are:Evasion has a cap of 90%, so this means an autocannon will have a 70% chance-to-hit (85% - (90% - 75%)) on your worst case target. Legacy Wikis. Legacy Wikis. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. Rail gun ammunition comes as a multipart sabot with as. It has zero weight and nothing increases it. You can up your tracking game with Auxiliary Targeting. Do I have all the above right? If its something different than the wiki should be updated for clarication. Note that only Tech 2 autocannon can load Tech 2 ammunition. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Which of these tech is better in the long term?Starfield:Weapons. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-ArmourL gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. Description. I think rail guns do better in this situation. 4 carriers and the rest alphas seems to. All types of planets. When choosing a reactor the first thing to consider is which class of ship you want. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Armor bias is due to most high tracking weapons being either shield penerating or kinetic making armor more useful against anything that can bypass the 90% evasion. Species and leaders traits. The projectile normally does not contain explosives, instead relying on the. 3. But they are more effective at that with the Torpedo config using the Torpedo Computer (because they can't have Picket, and Line only advances to medium range which is above the range of small guns). The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. The autocannon is one of several ship weapons available for militarized spaceships. kinetic are outgunned my kinetic artillery. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". Legacy Wikis. AHostOfIssues • 4 yr. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. Which means most light and medium ships. Do I have all the above right? If its something different than the wiki should be updated for clarication. Stellaris Wiki Active Wikis. Pyrrhus_the_Epirote. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. And yes, it's unintuitive and maybe should be changed. 03 10. How to Beat the Scavenger Bot in Stellaris. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. AC have a max range of 30 and can only be small. Content is available under Attribution-ShareAlike 3. As part of a synergistic design, Autocannons are a great weapon. Gunnery skills let you use EVE's four varieties of turret (energy, hybrid, projectile, and precursor) and make those turrets more effective. 3. This means that there's a 67% chance of the shot connecting and doing damage. Utility slot should be set to Afterburners for maximum speed. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. As it says. Content is available under Attribution-ShareAlike 3. For kinetic weapons, you want a scientist with Propulsion expertise. 61 5. Note that your standard railgun has a longer range than the equivalent laser or plasma (so you can attack foes from further away), but is also slightly less accurate. Assume I am using the Tier V. As it says. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. 0 unless otherwise noted. It’s because the numbers can be misleading, as the numbers are inflated. If you don't have either, try and get them ASAP. Essentially the PD destroyers swat away the fighters while the artillary does the damage, all of the PD's essentially just tangle up the fighter swarm and they never reach the destroyers in the back firing on the carriers. I have a choice of either taking the Railgun or Autocannon tech branches. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. 50, vs Gamma lasers at 6. This weapons is also good vs armor due to being a burst beam. Not sure about projectile weapons, but the highest meta-level Tech 1 Railgun does the same base damage as a Tech 2 Railgun (and it has a higher optimal range). 58 5. 79 + 50% Armor Penetration vs 12. The ship design will automatically update with the newer tech. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. r/Stellaris. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. It does a mixture of explosive and kinetic damage, a little. Hello all. 67. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. lasers are outgunned by plasmas. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. Technology. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage when you take into account bonuses against shields and hull. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 99 DPS. 5. Several runs resulted in total destruction of the cruiser fleet. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 2. Small autocannons use regular S slot and seem to have comparable stats. 7. Tears apart moderately armored vessels and creatures with overwhelming fire. Stellaris Wiki Active Wikis. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 50% PDD+Autocannon+Plasma and 50% Autocannon+Torpedo for majority of game (you need Torps to kill Starbases and Cruiser+) And then Focussed Arc Emitter + 5x L Void Cloud + Admiral that gives +20% weapon range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Null void beam (S, L, M) - can be obtained via researching void. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. For M, S and L slots separately. Recently heard about this trick about how weapon DPS makes a great contribution to fleet power and the autocannon just has a massive amount of DPS on paper. Ship AI in stellaris is fairly smart. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. kinetic artillery is a tier 6 weapon that outperfoms the generic massdriver line simply because there is no tier 6 mass driver ("advanced gauss cannon" or whatever). Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. I use corvettes until battleships are available. It lacks the bonus to hull damage lasers have. 15 4. Autocannon diplomacy is so stupid. 5, and range of 120 instead of 250. 06 Plasma vs Autocannon 11. Missiles are somewhat better against point defense, by dint. ago. Stellaris still isn't following the Autocannon & Strike Craft meta anymore? Last I played (just before the Paragon's released), everyone was just hard-metaing the Autocannons & strike craft cruisers. Which of these tech is better in the long term?Stellaris. After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. 2. I know is a stupid question but, what weapon from the ones I mentioned is better in what. Max Power – how many power slots from your reactor can be put into the weapon. 79 + 50% Armor Penetration vs 12. Missile weapons currently are hot garbage, their "homing" function barely homes at all, so unless you're fighting a capital ship they're a waste of a turret slot. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If you don't have either, try and get them ASAP. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. 2 Armor - 1 Shield, add more shields if the enemy is doing Autocannon-Corvettes A-Slots: 1 Afterburner Rest: Best possible components with cheapest possible reactor Extra notes: Completely destroys enemy small ships even if. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. ago. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. 000 of Autocannon mercs lost to ~45. • 3 yr. With so many different weapon modules to choose from, combined with. Which of these tech is better in the long term?éven in the books lasers dont play a role in combat as guns, but rather for communications and target marking. M57 Pilum. I think rail guns do better in this situation. So here we get a CtH of 75 - 8 = 67%. The gunship gets whatever floats the boat as its firepower is good enough. . As it says. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?The order of calculation seems to be something akin to: Set Attacker [Me]. ago. Lasers, missiles and railguns all have their individual strengths and weaknesses. You dont really understand how much the super giga death laser the systemcraft has pushes its power level before you see it single handedly annihilate a fleet that shat on 3 Sigma Precursor Herculean (which are usually around 100+ Mill in fleet. 75 vs. Auto cannons are better against small LG ships, slower rate of fire but decent punch so you can take out the important bits like weapons and thrusters. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. . Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Set Attacker Offensive Overlord Set Defender [my target]. M gives decent range boost so your railguns and autocannons are hitting at similar range. Starfield:Weapons. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. Costs 900 Engineering; Unlocks Autocannon; Railguns. znihilist. Two autocannos and a plasma makes them quite good. A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. First Choice. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Plasma has -75% damage vs shields. A railgun (also spelled rail gun) is a linear motor device, typically designed as a weapon, that uses electromagnetic force to launch high- velocity projectiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. DPS is through the roof, hence why the fleet power with them is so high. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. I have a choice of either taking the Railgun or Autocannon tech branches. They are commonly found mounted in pairs, increasing their overall destructive potential. For instance, and tying back to this post I made a couple of weeks ago, a Kinetic Battery (Tier-3 but only L-slot) is 12K tech past an Advanced Railgun while a Gauss Cannon (Tier-4 and S/M/L) is 16K tech past ARG. armor, and +330% vs. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. I have a choice of either taking the Railgun or Autocannon tech branches. 6 fleet composition. Again, in Stellaris, you are only limited by your imagination. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Legacy Wikis. ) then you can check a box that says "Auto Upgrade". CL Loadout = Five slots of [M] Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* Autocannon fleets don't even make it to the enemy =/ Granted, when they do that's when they actually do put out the damage they say they do, but until then it's counting your ships exploding. Both have bonuses to hull, and your DPS is decent. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. Set Defensive Pact Members [my lone vassal]. Report. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. Jump to latest Follow Reply. Hello all. Ditch the Tachyon lance unless you're going up against Prethoryn. They're strictly superior to railguns when used with torpedos. Weapon ranges play a very big part in ship combat. I just returned to playing the massively changed game in 2. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Kinetic Weapons in Stellaris also come in multiple categories. Core Cracking. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. M43 heavy machine gun. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. They make your ship strong and able to move well in space fights. If you tech up missiles, throw an autocannon with em. ago. Plasma has -75% damage vs shields. The way I imagined it was that you'd have energy weapons with a small bonus vs hull + armor (solid material defense) and ones with a more substantial bonus vs shields (energy / electromagnetic field defense). All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. Autocannons are close range shield shredders. ago. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. The rising prominence of small, cheap fighter craft, especially in the strike role, led to a wider deployment of this weapons system in the heady days pre-Collapse. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?KE-31A Autocannon is a Ship Module in Starfield. Physics research. ; About Stellaris Wiki; Mobile viewAutocannon. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). As it says. The Jishaku Nd RF is especially deadly, considering the fact that you can build. Start doesnt matter because we will research others later - but im always confused here should i use e. This page was last edited on 14 October 2017, at 10:52. Autocannons are extremely short range. Laser vs Railgun 11. Also crystal infused/forged plating can add to hull. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. M90A shotgun. 99. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. Ditch the Tachyon lance unless you're going up against Prethoryn. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. Specifically I'm wondering if the picket computer results in the ship staying at a medium range and as such, the short range of the disruptor/autocannon will not engage? I'm throwing in all missiles destroyers on the back line with artillery computer - hopefully this will break down their armour enough for the autocannon/disruptor to do their. It is a balance problem or I missed something?The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. 2 and I'm wondering what the optimum fleet mix is and the best weapons. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. Railguns. There are many types of modules, each one improving a different aspect of your own ship. The ratio of hull vs armor and shields does also drop off before you get into repeatables. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. So what you can do is just make a design of corvettes with 4x autocannon, and you’ll have on paper, strongest fleet in the galaxy from very early on in. KE-31A Autocannon is a Weapon. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. r/Stellaris. If. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. 97 Lance vs Kinetic 16. Damage 34-50. It's OP as all heck. Gauss Cannons have longer range and can be small, medium or large. 0 unless otherwise noted. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. r/Stellaris. The 425mm autocannon is the largest medium AC. 84 10. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. Any tips on what situation/role which weapon class wins out?Corvettes. “The Leagues of Votann rules focus on armies of hardy warriors who defeat their foes through a combination of teamwork, target prioritisation and ruthless efficiency,” explains Robin from the Warhammer Design Studio. You can also use the lower class ship modules if you have a higher Class reactor. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. -Gatling gun-point defence against missiles and fighters due to high. Noble. Small plasma cannon- 6. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. Heavy Railgun: "Large diameter railgun with formidable stopping power. However I will use autocannons if somehow its a tier above my current rail/coil guns. Other Fun Options. Any tips on what situation/role which weapon class wins out?1. 1 titan - basically the same as battleship setup. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. The Tachyon Lance has a weapon-specific effect of being able to pierce its EMP through shields, with the chance of this occurring related to the targets hard flux level. Weapon modules are like powerful tools that get your spaceship ready for space battles. Ship Modules are parts used in the construction of Ships. research_technology [technology ID]. The only exception is when you’re countering something specific. Reply. Efficiency. That’s it. 82*hull < 7. Shield DMG – how much damage it does to shields. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. Hello all. Autocannon rapid fire question. Once cruisers are everywhere, switch to conventional weapons (neutron + laser + autocannon). Basics. 41 5. KE-20A Autocannon A 24 Ballistic KE-31 Cannon A 46 Ballistic KE-31A Autocannon A 58 Ballistic Mauler 104L Autocannon A 08 Ballistic Mauler 104L Cannon A 04. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. The issue happens when the devs both take experimental design approaches that both defy the laws of gravity. 7, but I hope the developers will listen to this and do something about it in 3. Rate of fire: Fast; Spread: Wide; Flight speed: MediumAlternative companion weapon components for vanilla weapons that deal damage to the opposite defense type (shield/armor). As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Then targeted hit on engines before boarding. You need a Class C reactor if you want to use Class C ship modules. Lance is ignored for, well, pretty much the same reason. 8. This massive burst of hull damage means retreat is unlikely and neutron. Corvette-based means a fleet of more than 50 corvettes that can have any type of loadout but should be built towards having as much evasion as possible. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. ". Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. Honestly got this only once or two; Direct competitor for S-size Mass Drivers; I'd say they got obsolete while you research Advanced railgun, i. Autocannons are extremely short range. 3. I almost never use autocannons but I usually research them pretty quickly to get to flak.